using BepInEx; using BepInEx.Configuration; using System; using UnityEngine; namespace UniformAim { [BepInPlugin("com.greg.tarkovuniformaim", "Uniform Aim for Tarkov", "1.0.0")] [BepInProcess("EscapeFromTarkov.exe")] public class Plugin : BaseUnityPlugin { //Bepinex.Configurator fields public static ConfigEntry configFOV; public static ConfigEntry configCoeff; public static ConfigEntry configSens; public static float mySens = 2f; // last FOV values for FPS Camera (Main camera) and baseOpticCamera(Clone) (Picture in picture for scopes) float lastFOV = -1f; float lastFOV2 = -1f; //human-friendly names for variables used later float FPSCameraFOV = -1f; float ScopeFOV = -1f; float currentFOV = -1f; //Return aspect ratio based on game window resolution float GetAspectRatio() { string screenWidth = Screen.width.ToString(); string screenHeight = Screen.height.ToString(); float resX = Convert.ToUInt16(screenWidth); float resY = Convert.ToUInt16(screenHeight); //Logger.LogInfo("GetAspectRatio(): resX: " + resX + " resY: " + resY); return (resX / resY); } //calculate horizontal FOV based on vertical FOV float CalculateHFOV(float FOV) { float vFOVRad = FOV * Mathf.Deg2Rad; float hFOVRad = (float)(2 * Math.Atan(Math.Tan(FOV / 2) * Mathf.Deg2Rad) * GetAspectRatio()); return (float)(Math.Round(hFOVRad * Mathf.Rad2Deg)); } //calculate sensitivity based on FOV difference and coefficient float CalculateSensitivity(float aimedFOV, float hipFOV, float mySens) { //clamp to avoid invalid values aimedFOV = Mathf.Clamp(aimedFOV, 0.1f, 90f); hipFOV = Mathf.Clamp(hipFOV, 0.1f, 90f); //halve and convert to radians aimedFOV = aimedFOV / 2 * Mathf.Deg2Rad; hipFOV = hipFOV / 2 * Mathf.Deg2Rad; float exponent = (float)(100f / configCoeff.Value); float tanRatio = (float)(Math.Tan(aimedFOV) / Math.Tan(hipFOV)); float sensitivity = (float)(configSens.Value/100f); float result = (float)Math.Pow(tanRatio, exponent) * sensitivity; return result; } void Awake() { //Enable uniform aim patch new UpdateSensitivityPatch().Enable(); new get_AimingSensitivityPatch().Enable(); //add configuration slider for field of view configFOV = Config.Bind("General", "FOV", 75, new ConfigDescription("In-game Field of View value", new AcceptableValueRange(50, 75))); //add coefficient slider configCoeff = Config.Bind("General", "Coefficient", 133, new ConfigDescription("Coefficient - increases sensitivity at higher zoom levels", new AcceptableValueRange(1, 300))); //add secondary sensitivity slider for greater control configSens = Config.Bind("General", "Sensitivity", 25, new ConfigDescription("Sensitivity while aiming", new AcceptableValueRange(1, 200))); } void Update() { if (Camera.allCamerasCount >= 1) { FPSCameraFOV = Camera.allCameras[0].fieldOfView; } if (Camera.allCamerasCount >= 2) { ScopeFOV = Camera.allCameras[1].fieldOfView; } if (Camera.allCamerasCount >= 1 && FPSCameraFOV != lastFOV) { //Logger.LogInfo("[0] FOV: " + FPSCameraFOV); lastFOV = FPSCameraFOV; } if (Camera.allCamerasCount >= 2 && ScopeFOV != lastFOV2) { //Logger.LogInfo("[1] FOV: " + ScopeFOV); lastFOV2 = ScopeFOV; } //nasty workaround for sensitivity while using PIP scopes, WILL break when FOV is set to 50 if (35 < FPSCameraFOV && FPSCameraFOV < configFOV.Value) { currentFOV = FPSCameraFOV; } if (Camera.allCamerasCount >= 2) { if (FPSCameraFOV == 35) { currentFOV = ScopeFOV; } if (FPSCameraFOV == configFOV.Value - 15) { currentFOV = FPSCameraFOV; } } mySens = CalculateSensitivity(currentFOV, configFOV.Value, configSens.Value); } } }